jscott991 jscott991

How to Increase Mana and Health Regeneration

How to Increase Mana and Health Regeneration

I tried to look in the ElementalDefs xml file and could not find this.

Is there a way to make Mana and Health regenerate faster.  It is far too slow, in my opinion.  I would like to basically double it, but I can't find where this value is stored or even if it can be changed.

Thanks.

22,999 views 40 replies
Reply #26 Top

@Darknutter

 

I still get 2 shrines with this mod.  I try to build 1 shrine and end up spending 200g, and end up with 2 shrines.

Reply #27 Top

I have your mod up and working, and have been playing with it.  Some comments:

1.  Ring of Mana Regen is too cheap.  As a proof of concept it works well though.

2.  Mana regen from shrines  becomes over the top once you get more than 2 or so.  It easily reaches the point that you can teleport whenever you want and cast multiple spells per battle with very little drawdown in mana.

3.  I really like the regen stat being visible somewhere, you have it in the inventory window.

 

I can now see what the true impact of heavy regen is on the game, and it's very strong.  Can you put in some kind of cap from shrines?  Example:

One Shrine : +1 regen.  This gets you the all important regen TWO, and makes the game a lot less tedious.

Two-Five Shrines:  +0.5 each.  Will ratchet the soverign up +2 more.

After that:  +0.25 each.  Slows down a lot at this point.

Reply #28 Top

blitz, are you playing empire or kingdom when getting 2 shrines?

 

Manii, was more a proof of concept test, then designed to be balanced lol. Ill probably change it so the ring is more balanced later. As to the shrines, ill take a look and see if i can find a way to have it be a bit more balanced because ya infinite mana is kinda of IMBA...

Reply #29 Top

I'm playing as the kingdom.  I figured it out that if you mod the entire structure, you get 2 shrines, but if you just mod a part of it, you get only 1.  Not sure which line in the xml code that causes the duplications.  I have moded items, and that was not the behavior there so I guess it was a suprise to me that it's this way when you mod improvements.

Reply #30 Top

Quoting Darknutter, reply 20
right click and go "save as" to download the file.

 

As to how, this is the Kingdom's Air Shrine, in the xml file:

 


<!--**************** -->
<!--** Air Shrine ** -->
<!--**************** -->
<ImprovementType InternalName="K_Air_Shrine">
<GameModifier>
<ModType>Player</ModType>
<Attribute>AbilityBonus</Attribute>
<StrVal>A_ManaRegeneration</StrVal>
<Value>1</Value>
<Provides>+1 Mana Regeneration</Provides>
</GameModifier>
</ImprovementType>


That Adds a +1 mana regen to the constructed Air shrine, I didnt need to copy the entire building xml. When i did so, it actually had 2 buildings for the shrine exist, and they were the same stats. So in stead i tried to see if It would work like this. Easiest way to explain why it works, is it seems Mods are read after core files, and think of it as adding a value to the "K_Air_Shrine" array. thats an example, dont think thats technically right, but it seems to apply.
End of Darknutter's quote

 

Where did you find the original code for Air Shrines?  What XML module?

 

Reply #31 Top

Super quick fix for this guys, for those of you who (like me) are not confident modders:

 

- Create a custom faction in the workshop (don't worry this is really easy)

- Open the xml file in My Documents\My Games\Elemental\Race with notepad

- Near the bottom of the file you will find the line: <A_ManaRegeneration>1</A_ManaRegeneration>

- Change the '1' to whatever mana regen you want

 

When you start a new game with this faction, you'll have the (strategic not tactical) mana regen you desire, with your sovereign and all units.

It's a pretty rough solution but it has the advantage of being extremely easy!

Reply #32 Top

Blitz, The shrines file only mods the minimum stuff to alter the shrines, for some reason i dont get duplicates for the shrines. As to where I found the info, its in the elemental/data/english/core improvements. Kingdom/Empire unlimited improvements files.

Reply #33 Top

'nother quick fix, this time just for sovereign *tactical* health or mana regen:

- Create a custom sovereign

- Open the xml file in My Documents\My Games\Elemental\Units with notepad

- Find the line <IsSovereign>1</IsSovereign> near the bottom.

- Just *above* this line, add one of the following (regeneration for health, clarity for mana):

           <SelectedAbilityBonusOption>Regeneration1</SelectedAbilityBonusOption>    

           <SelectedAbilityBonusOption>Clarity1</SelectedAbilityBonusOption>

- Each of these abilities can be from 1 - 5, for the amount of regen per round.

- Restart the game completely once you've made your adjustment.

Reply #34 Top

Quoting technophebe, reply 31
Super quick fix for this guys, for those of you who (like me) are not confident modders:

 

- Create a custom faction in the workshop (don't worry this is really easy)

- Open the xml file in My Documents\My Games\Elemental\Race with notepad

- Near the bottom of the file you will find the line: <A_ManaRegeneration>1</A_ManaRegeneration>

- Change the '1' to whatever mana regen you want

 

When you start a new game with this faction, you'll have the (strategic not tactical) mana regen you desire, with your sovereign and all units.

It's a pretty rough solution but it has the advantage of being extremely easy!
End of technophebe's quote

I tried this before doesn't work. The world npc etc works for some reason.

Reply #35 Top

I tried technophebe's suggestion about creating a new faction and changing the <A_ManaRegeneration>1</A_ManaRegeneration> to <A_ManaRegeneration>3</A_ManaRegeneration>, and it seemed to work when I started a new game as that faction.

Since that appeared to work for the created faction, I looked for the same stat in the configuration for the default factions, but it wasn't there. So I copied the file CoreRaceConfigs.xml to the \My Games\Elemental\RaceTypes\ folder, added the line  <A_ManaRegeneration>3</A_ManaRegeneration> to the RaceConfig section. When I started a new game, Lady Procipinee was regenerating 3 mana per turn. This is out of combat mana regen only. I didn't play long enough to see how it affected other mana using units, but I am hopeful they will also inherit this out of combat mana regen.

 

Here is an example of how I changed the CoreRaceConfigs.xml file. The example is just for the Amarians, but I made the change to all the core factions.


  <!-- ********************** -->
  <!-- ** Kingdom of Pariden ** -->
  <!-- ********************** -->
  <RaceConfig InternalName="KingdomOfPariden">
    <DisplayName>Kingdom of New Pariden</DisplayName>
    <Capital>New Pariden</Capital>

.

.

.

    <Spellbook>LifeSpellbook</Spellbook>
    <A_ManaRegeneration>3</A_ManaRegeneration>
    <SovereignUnitType>Lady_Procipinee</SovereignUnitType>
    <A_Rations>50</A_Rations>
  </RaceConfig>

 

I am looking for a similar stat for health, but I haven't been able to find it yet. It seems like the best I can do so far is change the health regen for each unit type individually, as suggest by earlier posts in this thread. Please let me know if you stumble across a more global setting.

Reply #36 Top

I think allowing for tactical regeneration or everyone regenerating the same amount of mana across the board was a little ridiculous.  So, I created a proof of concept spell that a channeler can cast once per turn to return 25% of their mana.  You could feasibly use intelligence and shards to customize this even farther.  Potentially you could force the player to research it as well.  Yes, you can go to the enchants and disenchant yourself... but seriously, just don't.

By the way, you'll also see some modification of the imbue spell in here as well.  I plan on creating minor/major imbue so that heroes can actually become decent casters.  And I'm also debating on dropping the essence cost and instead adding a duration of X days before the channeler can imbue another hero and a hefty mana cost.

You'll want to do a right click save-as on these:

SpellBook modification: http://dl.dropbox.com/u/7804175/ILLMUNKEY_SpellBooks.xml

Life strategic spells: http://dl.dropbox.com/u/7804175/ILLMUNKEY_LIFE_Strategic.xml

 

**EDIT**

Just discovered the <Cooldown> tag.  Set that to 1 and there is no way to double-cast.

Reply #37 Top

Health regen is simple, there is a global variable in coreunitstats.xml I believe.

Reply #38 Top

What I did was modded in 3 items to restore essence (MP potions essentially), called Essence Runes (copied the existing Rune). Comes in 3 variety, Minor, Normal, and Major, restoring 5, 10, 15 essence each respectively. These costs Gildar to buy (100, 200, 300), and can be bought from level 2, 3, and 4 cities (and up). It's not exactly "MP regen" but it works well enough. The gold cost makes it not very good in the early game when the turns are fast and MP regen isn't as big of a problem, and fixes late game MP problems at the cost of Gildar (something you should have plenty of if you mob hunt). The AI is hopeless with it of course, but the Gildar costs makes up for it somewhat.

Reply #39 Top

Quoting technophebe, reply 31
Super quick fix for this guys, for those of you who (like me) are not confident modders:

 

- Create a custom faction in the workshop (don't worry this is really easy)

- Open the xml file in My Documents\My Games\Elemental\Race with notepad

- Near the bottom of the file you will find the line: <A_ManaRegeneration>1</A_ManaRegeneration>

- Change the '1' to whatever mana regen you want

 

When you start a new game with this faction, you'll have the (strategic not tactical) mana regen you desire, with your sovereign and all units.

It's a pretty rough solution but it has the advantage of being extremely easy!
End of technophebe's quote

 

Tried this out and it works great. Many thanks! The key of course is to start a new game, doesn't help an existing game at all.